Quantum Leaps e0f9c36c2f 4.5.01
2012-08-14 18:00:48 -04:00

194 lines
7.2 KiB
C++

//////////////////////////////////////////////////////////////////////////////
// Product: Product: "Fly'n'Shoot" game
// Last Updated for Version: 4.5.00
// Date of the Last Update: May 20, 2012
//
// Q u a n t u m L e a P s
// ---------------------------
// innovating embedded systems
//
// Copyright (C) 2002-2012 Quantum Leaps, LLC. All rights reserved.
//
// This program is open source software: you can redistribute it and/or
// modify it under the terms of the GNU General Public License as published
// by the Free Software Foundation, either version 2 of the License, or
// (at your option) any later version.
//
// Alternatively, this program may be distributed and modified under the
// terms of Quantum Leaps commercial licenses, which expressly supersede
// the GNU General Public License and are specifically designed for
// licensees interested in retaining the proprietary status of their code.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
// Contact information:
// Quantum Leaps Web sites: http://www.quantum-leaps.com
// http://www.state-machine.com
// e-mail: info@quantum-leaps.com
//////////////////////////////////////////////////////////////////////////////
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
//Q_DEFINE_THIS_FILE
#define SHIP_WIDTH 5
#define SHIP_HEIGHT 3
// local objects -------------------------------------------------------------
class Ship : public QActive { // extend the QActive class
uint8_t m_x;
uint8_t m_y;
uint8_t m_exp_ctr;
uint16_t m_score;
public:
Ship(void) : QActive((QStateHandler)&Ship::initial),
m_x(GAME_SHIP_X), m_y(GAME_SHIP_Y) {}
private:
static QState initial (Ship *me, QEvt const *e);
static QState active (Ship *me, QEvt const *e);
static QState parked (Ship *me, QEvt const *e);
static QState flying (Ship *me, QEvt const *e);
static QState exploding(Ship *me, QEvt const *e);
};
static Ship l_ship; // the sole instance of the Ship active object
// global objects ------------------------------------------------------------
QActive * const AO_Ship = &l_ship; // opaque pointer to Ship AO
// HSM definition ------------------------------------------------------------
//............................................................................
QState Ship::initial(Ship *me, QEvt const *) {
me->subscribe(TIME_TICK_SIG);
me->subscribe(PLAYER_TRIGGER_SIG);
QS_OBJ_DICTIONARY(&l_ship); // object dictionary for Ship object
QS_FUN_DICTIONARY(&Ship::initial); // function dictionaries for Ship HSM
QS_FUN_DICTIONARY(&Ship::active);
QS_FUN_DICTIONARY(&Ship::parked);
QS_FUN_DICTIONARY(&Ship::flying);
QS_FUN_DICTIONARY(&Ship::exploding);
QS_SIG_DICTIONARY(PLAYER_SHIP_MOVE_SIG, &l_ship); // local signals
QS_SIG_DICTIONARY(TAKE_OFF_SIG, &l_ship);
QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_ship);
QS_SIG_DICTIONARY(HIT_MINE_SIG, &l_ship);
QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_ship);
return Q_TRAN(&Ship::active); // top-most initial transition
}
//............................................................................
QState Ship::active(Ship *me, QEvt const *e) {
switch (e->sig) {
case Q_INIT_SIG: { // nested initial transition
return Q_TRAN(&Ship::parked);
}
case PLAYER_SHIP_MOVE_SIG: {
me->m_x = ((ObjectPosEvt const *)e)->x;
me->m_y = ((ObjectPosEvt const *)e)->y;
return Q_HANDLED();
}
}
return Q_SUPER(&QHsm::top);
}
//............................................................................
QState Ship::parked(Ship *me, QEvt const *e) {
switch (e->sig) {
case TAKE_OFF_SIG: { // permition to take off granted
return Q_TRAN(&Ship::flying);
}
}
return Q_SUPER(&Ship::active);
}
//............................................................................
QState Ship::flying(Ship *me, QEvt const *e) {
switch (e->sig) {
case Q_ENTRY_SIG: {
ScoreEvt *sev;
me->m_score = 0; // reset the score
sev = Q_NEW(ScoreEvt, SCORE_SIG);
sev->score = me->m_score;
AO_Tunnel->POST(sev, me);
return Q_HANDLED();
}
case TIME_TICK_SIG: {
// tell the Tunnel to draw the Ship and test for hits
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, SHIP_IMG_SIG);
oie->x = me->m_x;
oie->y = me->m_y;
oie->bmp = SHIP_BMP;
AO_Tunnel->POST(oie, me);
++me->m_score; // increment the score for surviving another tick
if ((me->m_score % 10) == 0) { // is the score "round"?
ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);
sev->score = me->m_score;
AO_Tunnel->POST(sev, me);
}
return Q_HANDLED();
}
case PLAYER_TRIGGER_SIG: { // trigger the Missile
ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG);
ope->x = me->m_x;
ope->y = me->m_y + SHIP_HEIGHT - 1;
AO_Missile->POST(ope, me);
return Q_HANDLED();
}
case DESTROYED_MINE_SIG: {
me->m_score += ((ScoreEvt const *)e)->score;
// the score will be sent to the Tunnel by the next TIME_TICK
return Q_HANDLED();
}
case HIT_WALL_SIG:
case HIT_MINE_SIG: {
return Q_TRAN(&Ship::exploding);
}
}
return Q_SUPER(&Ship::active);
}
//............................................................................
QState Ship::exploding(Ship *me, QEvt const *e) {
switch (e->sig) {
case Q_ENTRY_SIG: {
me->m_exp_ctr = 0;
return Q_HANDLED();
}
case TIME_TICK_SIG: {
if (me->m_exp_ctr < 15) {
ObjectImageEvt *oie;
++me->m_exp_ctr;
// tell the Tunnel to draw the current stage of Explosion
oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->bmp = EXPLOSION0_BMP + (me->m_exp_ctr >> 2);
oie->x = me->m_x; // x of explosion
oie->y = (int8_t)((int)me->m_y - 4 + SHIP_HEIGHT);
AO_Tunnel->POST(oie, me);
}
else {
ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG);
gameOver->score = me->m_score;
AO_Tunnel->POST(gameOver, me);
return Q_TRAN(&Ship::parked);
}
return Q_HANDLED();
}
}
return Q_SUPER(&Ship::active);
}